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Working ability checks, group ability checks and saving throws

  • The Game master judges whether an action needs an ability check, a saving throw, or no roll at all, and which ability or skill it tests
  • When a roll is called for, you are prompted to make it and the Game master narrates the outcome
  • Ability and skill checks can be rolled any time outside combat, and on your turn during a fight
  • A saving throw is rolled against the ability the hazard targets
  • When the whole party works together, it can be rolled as one group challenge — but never in the middle of a fight
  • How hard a check is judged to be is still settling: the Game master sets the difficulty, and it may not always match your table's expectations
  • Proficiencies are not counted yet, so every check uses the bare ability modifier

A voice calls the roll Fate will judge every gamble The dice have their say